Turn 0:
Ok, the game has started. No more easy theorycraft for me, now I have to face the harsh reality of taking decisions. Decisions that cannot be changed. This PBEM is like our lives in a nut shell. There's no going back. Each decision you make is a decision you won't be able to make again.
.........................
Screw that, we are orcs, let's act like them:
WE IS STARTING GAME FOR GOING WIN!!!
I moved the northern warrior, which revealed:
Hm... Corn... We get corn if we settle on the plains hill... Very, very tempting...
My initial plan was to settle 1W of the northern settler starting position, but this discovery may change things. I have to admit, I was and I still am very undecided about this.
I ended up settling 1W, losing the Corn. Why? Well, a quick look at the save reveals that the map was really cooked. So, i'm expecting to see some really nice bonuses in that island and I don't want to wait for the boats that can enter ocean to conquer it.
Speaking about cooking: like i said in the previous post, the barb city that I can see has 1 warrior which is held. The normal barb world option places 2 archers with the weak promotion in each spawned city. I was thinking that this game would be the same when I picked the Clan of Embers.
That's because to avoid severe losses when taking barb cities, the players would need axemen. And axemen comes at the same tech as Rantine, my only way of conquering barb cities. Now, a few warriors can conquer the barb cities and I still have to wait until BW. And the warrior is held (a promotion that ties the unit to the city), so I can even use him if convert him with my World Spell. Unlucky me...
Well, It's just a game and my objective is to have fun, so that's not a big deal...
I changed civics quickly, because I didn't want to forget it: Religion -> Nationhood. The spiritual trait starts working
And the demographics:
-Everybody started with the same things, as far as I can tell... Same units means that the elves aren't going to start with the scouts, another nerf to my world spell...
-I can't really say much, since I'm the first player... But don't expect a lot of demographics based conclusions, because I can't do it very well...
Cities:
So, based on the reasons that I gave in the previous posts, I settled my capital:
And the second city:
Capital builds a goblin (which is going to pop the nearby hut) -> 5 turns to grow and 5 turns to complete the goblin. Working the rice and planning to work the dyes (2F2C) when I grow a pop, to speed the tech.
Second city starts on a worker. 13 turns until it's ready, which synchronizes with the ETA of agriculture (it'll probably decrease once I grow a pop).
Since I have 2 cities not connected by trade, I'm running 70% science, which translates into 6 beakers, due to maintenance. I considered not settling the second city right away, but I guess it'll be best this way.
Technology:
Agriculture -> calendar is already decided. Improving the rice, wheat and the calendar resources (hooray commerce!!).
After that, I have to go to BW, so Crafting -> Mining -> BW... But I'll probably get Ancient Chants and Exploration somewhere in between.
Education and Way of the Earthmother are distant dreams
So, that's the forst turn... When I opened the save I was afraid to make a move, thinking that it'd be the wrong one to do...
Well, what the hell, I need to have fun. That means playing without worries, trying to do my best. And giving the lurkers a good time while they laugh at my face :neenernee
Let's hope that I don't disappoint you!